The online racing simulator
Test Patch D64
(242 posts, closed, started )
Test Patch D64
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7D64

Please read the list of changes below.

0.7D64 is SEMI-COMPATIBLE with 0.7D

- You CAN connect online with 0.7D
- You CAN play single player replays from 0.7D
- Some rare mods or bike mod setups can cause OOS
- You can use mods from the latest LFS Editor (allows new features)

Please back up or rename your LFS.exe from version D so you can revert to it if necessary.

Known OOS cases when joining a server earlier than D50:

Loading more than 2400 objects in a layout
Use of a bike setup with adjusted fork ride height
Use of a car with visible spare + different size wheels


Changes in D64:

Graphics:

FIX: Subobject transparency was not visible in forces view


Changes in D63:

Graphics:

Spinner objects now stop nicely at the default position
Support for the new light switch options in Editor D63

Misc:

LFS now always checks for existence of some folders at startup


Changes in D62:

Korean IME:

FIX: The fix in D61 was incomplete and should work now


Changes in D61:

Graphics:

Vehicles are no longer fully regenerated on every mirror adjustment
- fixes bug that moved subobjects were reanimated on mirror adjust

Korean IME:

FIX: Since 0.7C the last character would be lost on pressing enter

Interface:

FIX: Handicaps message after /h_mass now states correct added mass


Changes in D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Commands:

/key command accepts 12 keys described by a word (see Commands.txt)

Misc:

Updated document Commands.txt (in docs folder)


Changes in D59:

Graphics:

Small indicators on side of XRG/XRT/FXO/LX4/LX6/RAC/FZ5 now flash
Subobject indicators left / right now relative to whole vehicle
FIX: Lighting of subobjects and wheels was as if at vehicle centre


Changes in D58:

Lights:

Headlight switch now incompatible between versions < D50 and >= D50
FIX: Extra light of remote cars was not visible when switched on

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Light / horn switches work even if car does not have that feature


Changes in D57:

FIX: Transparency could vanish with more than one vehicle in view
IS_PLH now allows 'silent' update (with Flags bit 7 (0x80) set)


Changes in D56:

Transparency now works correctly with popup headlight objects
Popup headlights now support flip function


Changes in D55:

Multiplayer:

FIX: LFS could crash if a player left when a mod was not downloaded

Graphics:

Popup headlights and internal mirrors are excluded from forces view
Skin mappings that move with driver side swaps no longer avoid flip


Changes in D54:

Lights:

FIX: XR GTR mistakenly had the road car popup lights enabled

Interface:

Pedals are now shown to the left of the list of connections

AI:

FIX: AI would reverse assuming "stuck" during stop-go penalty


Changes in D53:

Lights:

Lights now work on subobjects (e.g. bike handlebars)
Popup headlights are also supported (already on XRG and XRT)


Changes in D52:

Lights:

Support for multiple light mappings (enabled in LFS editor D52)
Virtual gauges now show sidelights / low beam / high beam symbol

Dashboards:

Support for new options (minor updates) now available in editor

Wheels:

Support for new rim material settings (enabled in LFS editor D52)
Wheels set to "inside covered" now match the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected


Changes from D48 to D51:

Interface:

New icon for LFS.exe includes 256x256 icon image
Commands /status F11 and /status F12 are now available during SPR
F key /commands are processed immediately (not added to text dialog)
Connections list in game / race setup screen can have a scroll bar
- scroll with mouse or Page Up / Page Down keys
New +/- buttons to adjust size of text in connections list
FIX: Various text commands such as /spec now disabled in replays

Lights:

Side lights, low and high beam headlights are now supported
Text command /light (requires two parameters) to switch lights:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
Key '3' now toggles between off & low beam like /light head low_off
SHIFT+3 goes through all headlight states like /light head next

Multiplayer:

Maximum possible connections increased to 79
- there will be a higher charge for 79 connections
- free hosts are still limited to 47 connections
- maximum cars in race has not been increased

InSim:

License byte added to IS_NCI packet (after Language byte)
IS_PLH packet sets handicaps for individual players
TINY_PLH - request IS_PLH listing player handicaps
SMALL_LCL - full control of lights including fog and extra lights

Commands:

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour

Layouts:

Max objects increased to 3000
NOTE! using more than 2400 objects will cause OOS on servers < D50

Bikes:

Increased maximum value for brakes, suspension stiffness, damping
NOTE! higher values not available when connected to servers < D50
FIX: Fork tubes misaligned if ride height adjusted in other setups
NOTE! adjusting fork ride height will cause OOS on servers < D50
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

Engine:

V16 engine is now available and some classes allow larger engines
New firing order for I5, V6, flat-8 and V10 engines (affects sound)
FIX: V12 engine firing order was wrong causing poor sound quality

Incompatible updates:

New features for mods including wheel and passenger positions
Support for new rim styles and different wheels front and rear
Fog lights are now functional if enabled by the mod creator

Graphics:

Removed wheel LOD reduction that was related to angle of view
Tyre manufacturer now appears at the top of tyre after reset

Dashboard:

Support for new dashboard lights / symbols: sidelights and neutral

Translations:

Updated translations - thank you translators


Changes from D to D48:

Interface:

A small map is now displayed at Layout Square if there is a layout
New display in F9 / F10 views shows estimated laps given fuel use
Engine health (with colour code) is displayed in F9 / F10 views
F9 / F10 extra displays are now switchable (Options - Display)
Speedo and tacho are moved UP if required for extra displays
CT display now uses dot matrix font if translation allows it
Driver / fuel buttons in garage are now only shown if relevant
Speed at redline is displayed beside each gear ratio in setup
Simple versions of F11/F12 displays are now available during an SPR
A message shows the name of any mod that can't be loaded in an SPR
Four-character mod names are shown in results table instead of MOD
Downforce tab is now shown for all vehicles
- previously was only for those with adjustable wings
- shows an estimated maximum speed based on wind resistance
- note: the estimate does not consider rolling resistance
FIX: Crash when two events on calendar used same event image
FIX: Calendar time could be wrong near start of daylight saving
FIX: Small camera movement on releasing LMB after 2-button rotation
FIX: Chat text in mods screen is now in front of interface buttons
FIX: User names that start with '.' now correctly displayed in chat
FIX: Crash if /track command was used while generating AI path info
FIX: AI skill level always used Latin codepage in F11/F12 menus
FIX: Engine brake reduction had no effect for EV but was visible
FIX: /setlap command error if name coloured and number 4 chars long
FIX: Replays auto-named with special characters could appear wrong

Controls:

A force feedback display is shown below the pedals (bottom right)
FIX: Mouse wheel gearshifts are now equivalent to 100ms keypress

Game:

Possible to reset if an approaching vehicle is moving slowly enough
Reset is now possible during a pit stop if the state is "finished"
Speed limiter (at 80 km/h) can be manually enabled if no pit lane
Auto gear shift: downshifts are now done at slightly lower rpm
FIX: Auto shift *up* did not work if max power rpm above redline
FIX: Driver swap enabled very high speed limiter if no pit lane

Mods:

An EV charge/discharge power bar in place of the clutch bar
- only visible if Options - View - Show pedals is enabled

A new "Cleanup" mode in the mods screen
- you can select to keep latest mods and test mods
- there is not yet a feature to keep replay mods

Support for new options set per vehicle instead of by race class
Support for "hub" subobject that moves and rotates with a wheel
Support for new pit speed limiter flashing light option
One wheel drive and no anti-roll if wheels are staggered
Click Skin ID in garage colours tab to copy ID to clipboard
Hold CTRL in Garage: Mods button becomes Test (direct to Test mode)
Opening mods screen is prevented if a rating request is in progress
FIX: Mod with 27 character name appeared in mods screen Test mode
FIX: Crash if mod had more than 64 materials

Dashboards:

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
Support for dashboard backing texture system, text colours, opacity
Can also set background colour without supplying a backing texture
New needle pivot texture works better on light coloured dashboards
Dashboard brightness should now be the same as in the editor
- this update also affects the RB4 and MRT5 (recently updated)
FIX: Text size on dashboard more closely matches text in editor
FIX: Brightness of multi function display now matches the editor

New steering model for bikes:

Improved handling and braking ability
- Feet down steering model up to 7 km/h
- Low speed model only from 7 km/h to 18 km/h
- Interpolated model from 18 km/h to 36 km/h
- High speed model only above 36 km/h
FIX: Steering glitch between feet down model and low speed model

AI vehicle control:

Improved braking prediction so less running wide at corners
- considers brake balance (which is not ideal for every corner)
- can result in better lap times due to improved line following
AI braking prediction now takes account of engine braking
AI can now ride motorbikes (a bit slowly due to safety margin)
AI will drive more gently when off track on a bad surface
Bikes slow to avoid taking off over large humps in the road
Avoid unnecessary downshifts by looking ahead to see if needed
FIX: Sometimes could reach a maximum speed and stop accelerating

AI misc:

Distance to vehicle considered dangerous now depends on length
Distance to vehicle considered safe is reduced at low speed
- should prevent long vehicles hitting the brakes on green light
- gaps between vehicles may be smaller when speed is below 20 m/s
AI can enter configs with no path (but will not drive)
AI can now enter the game with an object (to just sit there)
Better collision avoidance when close behind or beside others
Reset is available even after engine switched off after long wait
Message history is no longer enabled for AI path generation
FIX: AI can now reset if in contact with a stationary vehicle
FIX: Errors in fuel calculation related to "Refuelling allowed"
FIX: It was possible for the fuel calculation to report 0 stints
FIX: A hang generating path for a mod with "Max up" wrongly set

AI in pit lane:

Target speed 1 km/h slower in pit lane to avoid speeding by mistake
- was possible for a powerful car to overspeed shifting 1st to 2nd
Improved driving in pit lane when close behind other drivers
Avoid excessive downshifting when approaching speed limit zone
Approx 1 second safety margin entering pit lane to avoid speeding
Use speed limiter or throttle to avoid wheelspins causing speeding
Smoother transitions switching between main path and pit lane path
FIX: Choice of pit stop box was wrong (bug introduced in 0.7B)
FIX: Slow start / stuck in pit stop if max torque at very low rpm
FIX: Some mods would brake too gently and miss the pit stop point
FIX: Some mods would overshoot their pit garage when parking
FIX: Can now reset at the end of a pit stop (e.g. fallen bike)

AI overtaking:

Various improvements to improve the overtaking decisions
Overtakes are considered on a group instead of individuals
Better estimate of the possibility and duration of a pass
Pass decision from low speed now allows for acceleration
When planning a pass time is allowed to pull in after pass
More distant consideration of other vehicles at high speed
There should be fewer dangerous overtakes in braking zones
FIX: AI could get pointlessly stuck behind a slower vehicle

Regional downloading system:

We now have 3 download locations for mods (NL/JP/US)
Faster downloads if you are in N/S America or Asia/Oceania
Locations in Asia and Oceania will download mods from Japan
Locations in North and South America will download from USA
Download redirection is handled automatically by our server
Regional downloads can be disabled by a new Misc Option
Yellow redirect message is shown the first time you are redirected

Graphics:

Dust colour on grass and dirt tracks now uses a dirt colour
- previously used average colour of surface which looked odd
- smoke and dust acquire lighting colour from car's location
FIX: Mudguard / handlebar / trailing arm subobject could disappear

Physics:

Improved bike physics (affects lean angle and tyre forces)
Pit speed limiter now based on drive speed instead of world speed
- prevents wheelspins (e.g. at RO) pushing car over the speed limit
FIX: Narrow cars were sucked in when near fence or narrow barrier

Audio:

Tone variation limited to 0.99 to prevent an engine sound bug
Switched off experimental "Prevent clipping" option by default

Multiplayer:

Improved setting of tyre state after receiving a position packet
- previous location of tyre contact is better estimated (for forces)
- most noticeable when viewed car had not been on screen for a while
- e.g. after tabbing to another car or fast forwarding a replay

Misc option "Full physics for remote cars" is enabled by default
- low res physics previously used for cars other than the 4 nearest
- option approximately doubles CPU usage by physics in multiplayer
- could cause issues at turn 1 with many cars depending on PC power
- use profiler display to check CPU usage with the option enabled
- see profiler by pressing car icon then P in Misc/Graphics options

Engine damage repair in pit stop
- yellow counts as minor damage (6 seconds)
- red counts as major damage (12 seconds)

Team arrow colours on small map are now enabled by a host option
- arrows on non-race small map take colour of first name character
- option is not yet available but is coded as /teamarrows=no/yes

Cancel button and ESC key to cancel the process of joining a host
- the currently downloading skin or mod is allowed to finish first
Temporary (free) hosts are shown without colours in List of Hosts
Stationary cars can now lag for longer (3 seconds) before vanishing
FIX: Remote car using pit speed limiter did not move smoothly
FIX: Crash enabling filter in List of Hosts after all were disabled

InSim:

IS_CPP packet with Time = 0 is instantly processed (not stored)
- allows it to be followed immediately by an IS_CPP with Time > 0
FIX: ZByte was not set in IS_OBH packet

New commands:

/status none|F9|F10|F11|F12|next|prev - sets status screen
E.g. /status next will cycle through the F9 to F12 status screens
(you could assign it to a CTRL+ or ALT+ key and then a wheel button)

/liveset and /pitins - do the functions of F11 and F12 menus

You can use operators:
= (set value)
+= (add to value)
-= (subtract from value)

Examples:
/pitins ftyre = r3 : change front tyres to R3 in pit stop
/pitins rtyre = super : change rear tyres to road super
/pitins fpressure = 1.1 : set front tyre pressure to 1.1 bar
/pitins fpressure += 0.1 : increase requested pressure by 0.1 bar
/pitins cancel : cancel all pit instructions
/pitins tyres always : change all tyres
/pitins tyres 20 : change tyres if wear > 20%
/liveset bbal 60 : set brake balance to 60%
/liveset rarb -= 0.1 : decrease rear ant-roll bar by 0.1

Available options for /pitins:
fuel, tyres, repair, symmetric
ftyre, fcamber_l, fpressure_l, fcamber_r, fpressure_r, fwing
rtyre, rcamber_l, rpressure_l, rcamber_r, rpressure_r, rwing
cancel, fcamber, fpressure, rcamber, rpressure

/pitins pressure commands can accept unit (psi/bar) (no unit = bar)
E.g. /pitins fpressure 30 psi

Available options for /liveset:
bbal, farb, rarb

Multiple commands on single line:

Multiple commands can now be added on a single line which sometimes
can avoid the need for a script file, e.g. to set a button to
change tyres in pit stop, you could use a double command:
/pitins ftyre super /pitins rtyre super

NOTE: some commands cannot be followed by another command:
/say /echo /join /rcm /pass /msg /altf /ctrlf

Maximum length of command and F key text increased to 95 characters
Wider text display in CTRL+ and ALT+ tabs in controls screen


INSTALLATION:

A FULL version of LFS 0.7D must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7D25


DOWNLOAD:

IF YOU ALREADY HAVE 0.7D:
PATCH 0.7D TO 0.7D64 (SELF EXTRACTING ARCHIVE)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7D_TO_7D64.exe (1.8 MB)
Updates still planned for Test Patch:

[simple updates that I can add to a compatible version]

Misc:
- consider improved support for stretched tyres
Quote from Scawen :Maximum possible connections increased to 79

This raises a question - with more drivers in server there are possible more results in qualifying. Until now LFS client was able to show only top40 - will the qualifying results also have some scroll option?
-
(xpablousky) DELETED by xpablousky : I was lying
-
(Gabey1) DELETED by Gabey1 : Realized we actually have the features now. Nice!
#4 - jujek
thank You
Quote from Eclipsed :This raises a question - with more drivers in server there are possible more results in qualifying. Until now LFS client was able to show only top40 - will the qualifying results also have some scroll option?

No, the size of the results table is based on the value for max players in race so that has not changed. It's not easy to change at this point but I see what you are saying and will bear it in mind for future.


Some things that came up in testing.

1) Apparently it may be easier to understand "LOW / HIGH BEAM" instead of "DIPPED / FULL". In the UK we always say "dipped / full beam". I guess low and high beam are USA English?

2) The way F keys work now if you have text message open. It's good for commands bound to wheel buttons, for example. But you can't press F1 now for example to add smiley to end of text. Maybe this could be a good solution?
- If the F key text starts with / character, it is a command, so should be sent outside the dialog
- If the F key text does not start with / we assume the user wants it added to the text in dialog
#6 - Kova.
I'm amazed by the light modes, it just add that smidge of reality.

But you know what's really missing like the cherry on the top of the cake? The low fuel light :')
Quote from Kova. :But you know what's really missing like the cherry on the top of the cake? The low fuel light :')

Low fuel light is also supported now in LFS Editor D50 Smile
Quote from Scawen :Dashboard:

Dashboard lights for fog lights and fuel warning are now available

Nice update on lights, you can update and icons also and same on dashboard on cars.
Attached images
lights.jpg
all hail scawen
Quote from Scawen :/light ind [off/left/right/all] - switch indicators/hazard lights

It would be useful to have toggle commands for indicators too, so they could be mapped e.g. to wheel paddles for road cars without having to use custom scripts.

Something like

/light ind left toggle
/light ind right toggle
/light ind all toggle

or analogous to the fog light command:

/light [rind/find/hazard] [on/off/toggle]

Would be nice if we could have a key bindable to toggle high beam (in controls). Like in real cars.


EDIT: To be fair, i'd like to hear what's stopping you from incorporating bindable toggles for all the lights (fogs,extra,low(already there),hi beam etc) in the game controls. It would be the most convenient option for mouse players, as binding commands to ctrl/shift shortcuts makes it a headache for everyone using mouse/kb now. Thanks for the update and any feedback you might have
uhh this looks nice
we are getting some cases of OOS - Car
bavaria sultan special, and bavaria A63 N power will cause OOS out of pit

sultan is v12 and a63 is v10 engine so i guess its related with sound update

It seems other mods are causing OOS too but I have no info wich ATM
Quote from BorislavB :Nice update on lights, you can update and icons also and same on dashboard on cars.

All these icons are now available on the dashboard, except the sidelights one. But you have to wait for the mod maker to implement them.

Quote from Gabey1 :Would be nice if we could have a key bindable to toggle high beam (in controls). Like in real cars.

That's there.
/light head dip_full

Quote from Gabey1 :EDIT: To be fair, i'd like to hear what's stopping you from incorporating bindable toggles for all the lights (fogs,extra,low(already there),hi beam etc) in the game controls.

There are many thousands of things I could do or could have done. For every single one of them you could ask why on earth have I not done them already. Well, each one takes a day, half a day or a week or a month.

Please try to give me a break with the requests. As I keep pointing out, every single thing I do in this public version has to be done twice. The whole idea of this patch is to provide important updates to the mods system, so that I can STOP working on this public version, and get the tyre physics finished so I can release the new graphics version next year.

If, instead, I worked on 1000 totally obvious things that should have been done years ago, and each took a day, then 3 years later I can start to finish the graphics system. I hope you see what I mean.
Quote from turbofan :we are getting some cases of OOS - Car
bavaria sultan special, and bavaria A63 N power will cause OOS out of pit

sultan is v12 and a63 is v10 engine so i guess its related with sound update

It seems other mods are causing OOS too but I have no info wich ATM

If there are a few that go OOS, it's probably not worth me investigating them. It's almost miraculous with all the changes, that D50 can still be semi-compatible with the D version. The best solution is for us to release 0.7E ASAP. This is expected to be around two weeks.

I assume there are no OOS when you are connected to a D50 host.

If you like, I could provide a temporary D50 free server for Just a Ride to use. If so, please contact us and let us know the admin pass you would like and a list of settings. I could copy the TC config file and adjust it from there.
Quote from Scawen :If there are a few that go OOS, it's probably not worth me investigating them. It's almost miraculous with all the changes, that D50 can still be semi-compatible with the D version. The best solution is for us to release 0.7E ASAP. This is expected to be around two weeks.

I assume there are no OOS when you are connected to a D50 host.

If you like I could provide a temporary D50 free server for Just a Ride to use.

Yes boss
am ok to wait but i believe ppl on server would like it done
great update anyway, wow

edit: I messaged server owner about your proposal, thanks
Quote from Scawen :...

Understandable, very much appreciate your input. Good luck with the tyre physics
I thank you for this update. I can now update my Maximum Yard and Hyper Circle layouts. Will do this once I am ready to go for it.
Thank you for the update !
Hello, what to do to run the [DS] servers at D50 ? As most people already switched to D50 patch

they cant drive anymore without problems.I looked at hosting, can just set to LFS7D there. P V L
Scawen, tnx very much for this and the upcoming updates for the 0.7E, this will be a truly massive improvement with respect to 0.7D, just awesome Smile

Quote from P V L :Hello, what to do to run the [DS] servers at D50 ?

Wait about 2 more weeks until they release the official patch, there will also be an option in the server control panel to select 0.7E
Traditional comparison of AI speed in different LFS versions (update to patch D50)

Conclusions:
Cars - no change
Motorbikes - accelerated:

1. Vulcan - 0.75 seconds on first lap - more precisely in the first sector - better start ? Next lap about 0.4 seconds faster

2. Chimera - 1.42 seconds on first lap - each sector about 0.5 seconds faster. 2nd and 3rd lap in sector 2 and 3 about 0.4 seconds faster - in the first sector 0.17 seconds faster


From the D37 version to the D50 version, the Vulcan accelerated by 15.43 seconds per lap


Scawen - excellent work
Attached files
LFS Lap AI Comparision_D50 update.pdf - 46.2 KB - 165 views
Do the new commands require a new hostversion?

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour

Because i get unknown commands by all of them.
And was adding some LFSLapper functionality with the new ISP_PLH insimpacket.
But cannot test it.
Quote from Bass-Driver :Do the new commands require a new hostversion?

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour

Because i get unknown commands by all of them.
And was adding some LFSLapper functionality with the new ISP_PLH insimpacket.
But cannot test it.

Yes, you need a new version and you can't start a new host with that version yet (I tried that, and it also reported that Unknown command by all of them)

Strangely though, you can use those first two commands in Single Player, but not that /teamarrows as that command still reports Unknown Command in there. I initially thought you could use that /teamarrows command so those arrows of AI drivers would change to that color each AI driver is using. But it isn't possible.
This thread is closed

Test Patch D64
(242 posts, closed, started )
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